Whats the point of using mk tackle in grounded combos? Seems like suicide.

You use mk shoulder on the ground like you would with lk, but mk has much more active frames, so if you do mk tackle in neutral to close the gap and you hit them on the last active frames you have much more frame advantage on hit to do a bigger combo.

@p1nkt1t5 There’s no point in using it in combos that leave them standing because -3 (on hit).

But it is 10f active so you can use it as a proper meaty. Or space it out to hit on the later active frames to continue pressure or to combo after. It’s use isn’t for combos really. Think of it as Rog’s dash punch but with less room for error.

Does 257 before the mixup. Followups can do as much as 260 or so for meter, and 212 for no meter. So a total of about 470 damage for one bar from a st.mk!

Does the 2nd v trigger hit them in the air as they fall from the mp hp fireball?

Yes. They fall into it from the charged mp hp fireball. Then they bounce off the aegis towards you. Then you hit them with Fmp and that knocks them back towards the aegis in invincible reel (they land on their feet but are invincible till they land) and you cancel the Fmp into h headbutt and crossunder them and they get crossed up as they land.

What are more useful/damaging comboes I can get from CC St. HP (with or without V-Trigger)?

First of all that combo doesn’t show the real damage because it stops the damage in the beginning of the super since the trial is done.

Second, just do your regular bnb after CC:

Cr.hp xx upfireball>H tackle

You can throw in various ex specials in there at different times to pump up your damage or increase/decrease your okizeme followups but it’s to numerous to just start listing all the options you have off of cr.hp depending on meter